“The artists at Studio MDHR, the Canadian company which developed [Cuphead], have done an impressive job recreating the dynamic rubber-hose character animation that producers like the Fleischers and Walt Disney made famous in the 1930s. By setting their game in this aesthetic, however, Studio MDHR also dredge up the bigotry and prejudice which had a strong influence on early animation.” – Yussef Cole, Unwinnable

“When I encounter the fat body in a video game, the disappointment that follows is so hot and pure that there is, as a matter of self-care, an urgent need to remove myself from the moment and get on a plane. I refuse to accept that in the world of prestige video games — AAA in industry speak — a body like mine and those of the people I love and admire, can only exist in one of two ways: a cheap laugh or a site of disgust, usually both.” – Anshuman Iddamsetty, The Outline

“Platitudes were abundant—well meant of course, and everyone involved quite sincerely wanted games to improve in terms of accessibility. But answers weren’t exactly forthcoming; more was said on defining inclusivity and accessibility, rather than illustrating a workable path towards more of it.”

“Gamasutra interviews Bethesda’s Emil Pagliarulo and 2K Marin’s Jordan Thomas to discuss the importance of building challenging, satisfying ethical gameplay — both in games the duo created such as Oblivion, Fallout 3 and BioShock 2, and in the work of others.” – J. Matthew Zoss

“A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book’s unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.” – Publisher

“Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be.” – Publisher

“There has been a debate about whether these loot boxes are in fact gambling ever since their first inception. While the ESRB may not consider them to be gambling, they unequivocally are and considering them not to be due to a technicality is a tone-deaf interpretation of their function and history…” – Matthew Perks

“GAM 226 provides students with a practical foundation in game design with a focus on concept development, design decomposition, and prototyping. Using game design theory, analysis, physical prototyping, playtesting, and iteration students learn how to translate game ideas,
themes, and metaphors into gameplay and player experiences. Students will further be exposed to the basics of effective game idea communication.” – Syllabus [PDF]

“Courses cover game development and design, but also treat games as a topic in fields such as computer science, history, media studies, and rhetoric. In other words, video games are not just an economic force (they make lots of money and so we should teach students to make them) nor are they only a psychological force (games teach people violence and so we need to study policy to limit them); they are also a cultural and creative force, and courses are cropping up that attend to games in this particular framework…This special issue of the Syllabus Journal, then, offers a multi-disciplinary approach to video game studies.” – Issue Overview